- fixed: NULLing the flash state in P_BringUpWeapon should be done before setting the main weapon state so that it doesn't cancel any flash state effects that get initiated there.

This commit is contained in:
Christoph Oelckers 2015-05-05 11:22:58 +02:00
parent f8fd28118b
commit 535102ae6e

View file

@ -207,10 +207,10 @@ void P_BringUpWeapon (player_t *player)
player->ReadyWeapon = weapon; player->ReadyWeapon = weapon;
player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
? WEAPONTOP : WEAPONBOTTOM; ? WEAPONTOP : WEAPONBOTTOM;
P_SetPsprite (player, ps_weapon, newstate);
// make sure that the previous weapon's flash state is terminated. // make sure that the previous weapon's flash state is terminated.
// When coming here from a weapon drop it may still be active. // When coming here from a weapon drop it may still be active.
P_SetPsprite(player, ps_flash, NULL); P_SetPsprite(player, ps_flash, NULL);
P_SetPsprite (player, ps_weapon, newstate);
player->mo->weaponspecial = 0; player->mo->weaponspecial = 0;
} }